OS X Compilation

Finally got the project compiling on my Macbook! That meets my immediate cross-platform needs so I’ll not worry about the Linux side for now. Turns out it was my fault in the first place. I had already built the library on my Windows machine on first load, so the editor didn’t care when I introduced errors on the code side to resolve. When compiling from scratch, the editor cares very much. I fixed the issues and pulled the code down to my Macbook and compilation worked perfectly 🙂

Back to the more fun work of actually working on functionality!

Game dev seeking…

I am currently looking for someone on the graphics side of the house to talk about logos and art style for the game. I have a few ideas, but need to see some proof of concepts before I can really decide. Anyone interested can contact me via the chat or contact pages on the website.

Back on track

I’ve succerssfully completed my transition over to C++ for the primary implementation of my work, updated repositories, and brought everything in-house to my own NAS because of game size issues. I am still working on testing cross-OS compilation for the game when working on either my Windows machine or my Macbook and getting everything reimplemented.

I have found that I want to approach certain pieces different now that I have had a chance to reevaluate during the transition. So I will inevitably scrap some of what I had done before. But that’s what refactoring is all about, right? 🙂

An update… finally!

I completely underestimated the time a second child would require in relation to only one child, so I haven’t had much of a chance to really sit down and focus on the game. I have had a bit of time to review some interesting engine updates and be sad that my code needs to come a long way to catch up with the changes. The game development is still on, just delayed. One of the things I am slowly working on is recreating my existing work through primarily C++ rather than entirely Blueprint. I really like Blueprint, but some benchmarks show it can run up to 10x slower than C++ code which does not bode well for computation-heavy situations. On the plus side, I have one less time commitment than before as I have finished my Bachelor’s degree program. It seems as if things have slowed down a bit for both me and my other dev, so hopefully we can get back to churning out some code. More to come!

Less time, but progress!

Back to the working world for a bit*… Less time for focusing on game dev, but the framework for the arena is progressing very nicely. I am hoping to have an early and rough list of features posted over the next couple of weeks as I continue hashing out functionality.

In the meantime, enjoy this anti-grav exploding box 😉 https://youtu.be/Em_1uTqLfUE

*unless someone wants to pay me to sit around for the rest of the summer ^_^